Jump to content

Tattorack

Members
  • Posts

    503
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Tattorack

  1. Welcome to the BZPower forums and thank you for showing interest in our project! Yeah, we already know about all those bugs. And we don't even have half the sound assets ready yet (thats what Shadow is doing). Making Matoran move about the Koro is also in the works, though its quite difficult as the coders are figuring out how to either make a NavMesh system or a WayPoint system (though way-points are less taxing on the processor and are more often used with characters in villages in games like Oblivion or Skyrim. Enemies on the other hand are better suited for a NavMesh). I appreciate the help offer, but what is really a needed priority right now are more coders who can write in JavaScript, or one or two extra modellers. Most bugs are discovered by the team with quickly compiled dev releases to test out the features that have been applied or the general level design (not released here on the forum). That said, any bugs you do find are always good to report here on the forum, just in case we might have missed any.
  2. Yes.... yes that was ref to the Doctor XD Thought it would've been funny to add to his speech. Oh! And welcome to BZPower! Uh... maaayybee? If that doesn't appear for anyone else, that's probably just my computer. ;P Welcome to BZPower! Good to see this is still attracting attention outside of BZP. Yeah... the animations aren't all done yet. New animations are being made and older ones are being worked at. The next update come December should have things like swimming, animations etc fixed... or at least most of them. Could you post a screenshot from the backdrop by the way? The description you gave doesn't sound familiar...
  3. And the winners are SuperGeniusCreator for accurate recognition and guessing, and GreatKualsi for being just that nifty! I've always thought the Suletu from Kongu resembled a Miru a lot. I just went for that, but keeping it a Suletu, not just a Miru with add-ons. How do you think I did? Should have named it something else... If anybody is interested, I made a speed-model of the Suletu's creation process: http://youtu.be/-kTMZjm9qLc
  4. I do not believe we are working with a set finish date. I could pick a wild guess, but I wont because from what I've seen in other game dev's and mods, as soon a developer guesses when the mod/game will be finished, and it so happens that it isn't, pressure will form from expectation. Its nothing personal, just it would give us more room if we don't give an estimate. I hope everyone can understand The progress sheet was replaced in favour of weekly progress updates. Speaking of wich, its that time of week guys! here goes. UPDATE As said before, the team is currently working on Onu Koro, and bridging it to Ga Koro from the Pre Alpha demo. All the while updating the models we already have with the new hand-painted texture style we're busy with. So far things are coming along nicely, but I won't show too much or I'll spoil stuff. People should recognise this I hope: Mask-making is also still a priority. That includes updating the current mask models we got and making new ones, whether it are masks that are still missing for NPC's to wear or special masks unlockable by the player. Here's a little preview of a mask that the player can unlock. Who can guess what mask this is? What about the critters? The fauna? The rest of the life on Mata Nui? Sure thing. How can one have an adventure without beating at least one thing to oblivion (whether it be some evil nature turned against you or players in a match of Kolhii)? Take your pick; The agressive Nui Rama: Or the cute Fikou?: Keep in mind though, this pictures are development renders and in no way the final look they'll have. That will be for you to discover when we release the next alpha update Well thats all for now folks! And as always, thanks for the continued interest in this project! (Render credits: doodleloot, Thau and me)
  5. Well... those prices are a serious bummer. I could barely afford Bionicle as it was before... but now???
  6. Good to know! Can't wait to see that spotlight!
  7. Falling through the boat or the elevator is caused by clipping of the physics detection. Namely the box that always surrounds the character and its surroundings. Normally, an object doing an animation like the rocking of the boat, isn't what calculates physics at the same time. The object doing the animation is usually a no-collision object parented to a static none moving physics object. In this case it isn't so. The boat rocks left and right. The character's physics bounds are the bounds of the box, but ultimately it refers to the object "centre" point for its orientation physics, making it stay straight up no matter what. While the centre point rests on the physics bounds of the boat the corner or edge of the rest of the box clips through the boat, making the character fall through it. This is the same with the elevator, but that is a little harder to fix, because the character is supposed to be moving. Though I heard our new scripter already solved the problem... or at least is well on its way solving it.
  8. Did some looking around. Same fish, only two versions of them in Lego parts. Take Takua's ussal crab, Pewku, or Puku, for instance. In MNOG and the BOA he was the standard ussal design, but then in 2003 he was a titan set and looked rather different.
  9. Generally polygons is what makes something lag. For instance, I could play something with pretty high texture settings, but load a complex model with many vertexes and stuff starts slowing down. It isn't just lowering the setting that would help with that. Good texturing can make even the lowest poly games look really good. Look at games like Bastion; everything there is extremely low poly, but still looks great. And we're still working on the "looking good" part Yes, we have already planned what and where LODs should be used, but they hadn't been implemented to the pre-alpha. Though baking light... that wouldn't work so well with the texture style we're going for (not apparent in the pre alpha because we haven't applied it).
  10. Really? I always thought the Nuva masks were pretty complex. Like the Akaku. There are quite a few Kanohi that are just as or less complex than the masks we know from 2001-2003. Even now some people are experiencing some lag. Making them of a higher poly count would only make that worse. Neither are we a big and complex game developing team. But trust me, what we make lack in a poly count we will make up for in texture style
  11. Really! What country was this? Not country, continent. But if you want specific, that would be Ireland, England and Holland (personal observation, because I lived in Holland, then moved to Ireland through England). Yeah, thats crazy! I can't imagine the disappointment in getting yet another Kopeke!
  12. That isn't a bug per-se. That mask just has backface culling, making it invisible from behind. Keep in mind that you're playing a pre-aplha. A proper direction in texture style wasn't even implemented yet.
  13. Both the Tikea shark and the Ruki fish can be seen in the first few screenshots on the first page.
  14. Well... you're really not supposed to be able to leave the koro ^^; The point is, the Koro and the surrounding Wahi are meant to be separate levels... You'll see what I mean come the next update a hundred years from now
  15. Combat will be all in first person. Think of fps for things like discs and Elder Scrolls-like should there be mallee weapons. There are no plans to make a third person cam. You will see your character should there be a cutscene. Our primary objective is to make something that just works. Then porting.
  16. Uuuuuuuuuuuuuuuuuuuuuuuuuhhhhhhh........... Thats a good question actually.... I think I'm leaning more towards... Kopaka, but it could also be the Earth Protector... or even Onua.
  17. I can totally agree about the new island. Mata Nui was made to look very realistic, whethers this one looks like a kind of Cartoon Network thing... So... so... so........ no mask of shielding? Awesome light speed running? Xray vision? Darn it... That actually sounds a lot like a Mata Nui/Metru Nui situation.
  18. 1- Thanks ^^ 2- Pink? Something's wrong there. I never had that. My guess its from missing textures. Try redownloading? 3- Hold the "SHIFT" key. Standard shooter controls. 4- If I'm correct the lighting/shading is still up to a lot of refinement. 5- Not yet. They still need to be implemented. 6- Specs is working on improving underwater controls, that includes getting out from water easier (for all you Ta, Po and Onu guys that hate getting their toes wet ) 7- I've... never seen that... o_o Hey, I am a Blenderer, and its going fine.
  19. Oh thats great! I didn't expect to hear about such a thing ever since 2006 either! Yeah, thats one of the things I'm excited about, lots of throwback to the beginning, not just in design but in function too. (Hanna Montana? I always get reminded of PC World XD )
  20. I find one of the few most key awesome parts being that these guys contain a good bit of technic bits besides the HF construction. You know, I'm actually not sure how I should feel about this. I feel both really excited and really disappointed. Its a strange feeling. My recommendation is to never get it. *Raises hand* When something has "ultimate power" plastered over it I feel inclined to question it... a lot.
  21. Not fluorescent green! >,< WWWWAAAAAAIIIII!!!!!! Why are there two Toa's with such weird colors!? So for those wanting solid, no printing black XL chestplates, your wishes have been fulfilled. For those wanting printed chestplates and Kopaka legs... you may be a bit disappointed. I wanna shout "WWWAAAAIII" again =_=
  22. Y-y-you already HAVE ONE!?!??! *cries* The function of those eye pieces sounds really cool. Right, so its confirmed its an alternate reality? Thats... really really really cool actually!
  23. I cannot answer the other questions for various reasons, but this one I can because its rather obvious. No, Ta Koro and Onu Koro wont be restored because the Matorans are preparing to move to Metru Nui. What would then be the point of the long and daunting task of restoring the two koros? Thanks, and great you like it ^^ I hope we can meet up to expectations in the next update.
  24. I can't see why people think those axles are actually there in the story. They were only there because it needed to attach to the head. Story has it connect by a form of magnetism. So they're no chewing on any poles or posts. How would they even talk in the first place if that were so?
×
×
  • Create New...